annotate test/loopwave.c @ 1585:980d2a0dc2a3

Date: Tue, 4 Mar 2003 15:05:31 -0800 From: "Jim" Subject: [SDL] Frame Buffer patches... Okay I'm new at patch generation - so please tell me if there's a better way I could have done this. Attached are two patch files generated with 'cvs diff -u' SDL-fb-open-lock.patch applies to SDL_fbvideo.c Modifies the open loop to check /dev/fb/0 found on devfs... Modifies the lock code to return failure if the current virtual terminal is not the one opened for frame buffer writing... Lock would hang forever if switched away (ctrl-alt-F1) ... SDL-fb-mousedrv-screensave.patch applies to SDL_fbevents.c Switches default mouse mode based on SDL_MOUSEDRV - currently only accepts PS2 - otherwise default is MS Mouse. When the screen is switched - exisiting code (wrapped in ifdef SAVE_SCREEN_COTENTS) would save the wrong bit of the screen.... ( I run frame buffer 1600x1200, the size I requested was 800x600 - the save would save the top 800 lines (non biased) and restore them... Adding screen->offset fixed that ) However, if that option is not set, then a call to SDL_UpdateRect (full screen) is made. (which may have had it's contents changed since the screen is not entirely locked because of lock-failure patch) Jim [patches slightly tweaked for SDL 1.2.10]
author Sam Lantinga <slouken@libsdl.org>
date Wed, 22 Mar 2006 07:48:22 +0000
parents 0394f8ebc42d
children 14717b52abc0
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1
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2 /* Program to load a wave file and loop playing it using SDL sound */
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3
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4 /* loopwaves.c is much more robust in handling WAVE files --
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5 This is only for simple WAVEs
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6 */
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7 #include "SDL_config.h"
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8
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9 #include <stdio.h>
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10 #include <stdlib.h>
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11
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12 #if HAVE_SIGNAL_H
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13 #include <signal.h>
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14 #endif
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15
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16 #include "SDL.h"
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17 #include "SDL_audio.h"
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18
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19 struct {
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20 SDL_AudioSpec spec;
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21 Uint8 *sound; /* Pointer to wave data */
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22 Uint32 soundlen; /* Length of wave data */
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23 int soundpos; /* Current play position */
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24 } wave;
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25
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26
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27 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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28 static void quit(int rc)
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29 {
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30 SDL_Quit();
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31 exit(rc);
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32 }
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33
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34
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35 void fillerup(void *unused, Uint8 *stream, int len)
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36 {
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37 Uint8 *waveptr;
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38 int waveleft;
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39
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40 /* Set up the pointers */
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41 waveptr = wave.sound + wave.soundpos;
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42 waveleft = wave.soundlen - wave.soundpos;
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43
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44 /* Go! */
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45 while ( waveleft <= len ) {
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46 SDL_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
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47 stream += waveleft;
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48 len -= waveleft;
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49 waveptr = wave.sound;
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50 waveleft = wave.soundlen;
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51 wave.soundpos = 0;
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52 }
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53 SDL_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);
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54 wave.soundpos += len;
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55 }
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56
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57 static int done = 0;
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58 void poked(int sig)
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59 {
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60 done = 1;
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61 }
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62
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63 int main(int argc, char *argv[])
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64 {
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65 char name[32];
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66
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67 /* Load the SDL library */
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68 if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
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69 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
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70 return(1);
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71 }
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72 if ( argv[1] == NULL ) {
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73 argv[1] = "sample.wav";
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74 }
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75 /* Load the wave file into memory */
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76 if ( SDL_LoadWAV(argv[1],
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77 &wave.spec, &wave.sound, &wave.soundlen) == NULL ) {
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78 fprintf(stderr, "Couldn't load %s: %s\n",
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79 argv[1], SDL_GetError());
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80 quit(1);
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81 }
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82
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83 wave.spec.callback = fillerup;
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84 #if HAVE_SIGNAL_H
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85 /* Set the signals */
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86 #ifdef SIGHUP
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87 signal(SIGHUP, poked);
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88 #endif
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89 signal(SIGINT, poked);
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90 #ifdef SIGQUIT
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91 signal(SIGQUIT, poked);
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92 #endif
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93 signal(SIGTERM, poked);
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94 #endif /* HAVE_SIGNAL_H */
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96 /* Initialize fillerup() variables */
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97 if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
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98 fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
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99 SDL_FreeWAV(wave.sound);
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100 quit(2);
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101 }
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102 SDL_PauseAudio(0);
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103
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104 /* Let the audio run */
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105 printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
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106 while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
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107 SDL_Delay(1000);
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108
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109 /* Clean up on signal */
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110 SDL_CloseAudio();
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111 SDL_FreeWAV(wave.sound);
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112 SDL_Quit();
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113 return(0);
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114 }